128,622 Commits over 4,140 Days - 1.29cph!
[D11] [UI] WIP Controller Icons loaded in wrong platform fix attempt.
[D11] merge from d11 main again to get prefab fixes
[D11] Scene2prefab update all
[D11] merge from d11 main again to get prefab fixes
[D11] Merged from 2019.2 branch
Fixes to improve bandit_town prefab decomposition
[D11] [UI] Fixed server define in SetControllerIcon.cs.
All Basenetworkables now cache broadcast components on spawn or when children change. Needs a lot of testing...
[D11] [UI] Editor tool updates for updating controller icons.
[D11] forgot to checkin these upgraded slod materials
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[D11] More experimental delayed entity changes... BaseEntity.Find now creates missing entities that are needed from the delayed list... still missing something though... not quite sure what as getting into game is a bit wonky still.
Icesheets, Icebergs, Shore Ice, Rocks spawn populations work
[D11] Remove check for steamID on console
[D11][OPTIMIZATION] Incremental
merge from inside terrain antihack fixes
[D11] compile fix - why did this only show up when I updated my second workspace?!
[D11] [UI] Fix server define.
Any throttle input now starts the engine, not just forward
[D11][DTLS] Fixed typo on callback type for handshake invocation on PS4/XBoxOne. Logged clarity to the depth and state of the certificate verification callback. Updated windows console testbed.
Minor driving physics changes
Fix driver inputs staying around after the driver got out
[D11] [UI] Controller Icon updates in scenes that were missing the component.
[D11] Launch Site first pass fix.
[D11] Experimental delayed Entity spawning...
Another attempt to disable burst on linux
BaseRidableAnimal compile fix
Client/Server fixes
Fix instruments not playing notes over network (actually tested!)
Fixed IK not working over network
Vehicle audio work + fixing bad prefab IDs
Changed chassis options them to be prefab variants of a base chassis prefab, as they were starting to share more code
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Created sound definitions for basic car sounds